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L33[01:59:39] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161028 mappings to Forge Maven.
L34[01:59:43] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161028-1.10.2.zip
(mappings = "snapshot_20161028" in build.gradle).
L35[01:59:53] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L62[03:09:13] <Subaraki> forge doesn't
enfore 1.8 jet ? :/
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L66[03:26:51] <Ordinastie> and probably
never will
L67[03:27:09] <Ordinastie> not until
vanilla does anyway
L68[03:28:32] <TechnicianLP> is there a
reason why modids will have to be lowercase in the future?
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L75[03:32:47] <Corosus> i think its
something to do with resourcepacks themselves enforcing it, a
vanilla thing, so either forge is going along with that or theres a
legit reason to
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L77[03:33:01] <kashike> correct
L78[03:33:34] <TechnicianLP> i think
resourcedomains have to be lowercase since a few versions?
L79[03:33:39] <kashike> Version 3 resource
packs have to use lowercase filenames for everything.
L80[03:33:41] <kashike> as of 1.11
L81[03:34:07] <TechnicianLP> ok will look
into that :)
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L135[05:27:54] <wundr|school> So I had a
question for everyone
L136[05:28:55] <wundr|school> How
overwhelming was MC modding during your first few runs of the
course? How did you figure out ItemStack being separate from
Item?
L137[05:32:16] <Ordinastie> it's not
overwhelming if you learn programming first / by reading the
code
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L140[05:35:08] <wundr|school> It is if you
just say "I know Java, I've seen the basics of Forge… to the
deep end!"
L141[05:35:22] <wundr|school> Which is
what I did
L142[05:35:31] <wundr|school> In
retrospect, that was a bad idea
L143[05:36:06] <wundr|school> Woops
gtg
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L146[05:36:20] <Ordinastie> "I know
Java" yeah right
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L148[05:38:03] <Shambling> quick question
on github... should an issue that is closed just dissappear? Or can
admins just plain delete issues with no comment showing up?
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L150[05:38:26] <Ordinastie> they're just
closed
L151[05:38:49] <Shambling> wait nm... he
has two under his name
L152[05:38:50] <Shambling> weird
L153[05:39:04] <Shambling> bonii-xx and
the other one I just looked at
L154[05:39:37] <Shambling> slimeknights is
bonii isn't it?
L155[05:40:03] <boni> hm?
L156[05:40:13] <boni> i didn't close
anything
L158[05:40:46] <boni> Shambling: you
posted it in the wrong repo
L159[05:41:02] <Shambling> I see that now,
rofl
L160[05:41:16] <Shambling> well I'm
compiling the source from the other repo to see if your meta
changes 10 days ago fix it
L161[05:41:53] <boni> no, because that's
already in the curseforge release
L162[05:45:05] <Shambling> hrmmm does the
curse downloader grab from there?
L163[05:45:11] <Shambling> I'll go look,
lol
L164[05:46:24] <Shambling> you know, for
some reason I thought you'd posted this file 25 days ago. Don't
work two jobs if you want a good sense of time
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L172[06:19:32] <wundr|school> Wb
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L176[06:48:02] <Subaraki> a container gui
is client side right ?
L177[06:49:45] <Aroma1997> no
L178[06:50:00] <AshIndigo_> A container is
on the server a GUI is client
L179[06:50:01] <Aroma1997> the gui is
client-side only. The container is usually opened oin both
sides
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L182[06:53:50] ***
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L183[06:56:20] <Subaraki> so GuiContainer
is client side
L184[06:56:28] <Subaraki> because its a
guiscreen
L185[06:56:30] <Subaraki> okay
L186[06:58:21] <wundr|school> *gasp* is
that Aroma1997?!
L187[06:58:53] <Aroma1997> yes,
GuiContainer is a gui and therefore client-side only
L188[06:59:52] ***
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L189[07:00:11] <wundr|school> Bruh I just
gotta say - that Mining Dimension mod of yours is easily one of my
favorites. Keep up the good work!~
L190[07:02:14] <Subaraki> i can't find how
minecraft opens the player ivnentory container :/
L191[07:02:20] <Subaraki> i only find how
it opens the screen
L192[07:02:23] <Subaraki> the gui
L193[07:02:36]
⇨ Joins: FourFire (~FourFire@51.175.137.57)
L194[07:02:38] <Ordinastie> because it's
always opened
L195[07:02:41] <FourFire> Hello all
L196[07:02:48] <Ordinastie> unless another
one is active
L197[07:03:13] <FourFire> is this a
suitable channel to ask for support in Forge modding
troubleshooting?
L198[07:03:20] <Ordinastie> yes
L199[07:03:55] <PitchBright> just
becareful who you ask for help... you might get your head ripped
off
L200[07:04:17] <Subaraki> so Ordinastie if
I wanted to open the player gui in a gui, all i have to do is
mc.openGuiScreen(inventory) ?
L201[07:04:49] <Ordinastie> not sure
L202[07:04:54] <Ordinastie> test it
L203[07:05:04] <FourFire> Ok, so, history
is I've written part of a mod some months ago, back in 1.9.* with
corresponding forge version, and now having renstalled my IDE
completely, and moving over I'm getting a bunch of errors
(screenshot in a sec)
L204[07:05:07] ⇦
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L205[07:05:15] <wundr|school> Well
uh
L206[07:05:18] <wundr|school> He's
gone
L207[07:07:05]
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L208[07:07:11] <wundr|school> Wb
L209[07:07:52] ⇦
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L210[07:08:05] *
wundr|school is confused
L211[07:08:39]
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L212[07:08:59] <FourFire> well that was
annoying, is webchat just blanket banned from this channel?
L213[07:09:11] <Ordinastie> they're
muted
L214[07:09:31] <wundr|school> Iirc it says
in the rules somewhere to use a desktop client
L215[07:09:36] <FourFire> my errors are
here: imgr.com/a/EFTr7
L216[07:10:01] <Ordinastie> link doesn't
work
L217[07:10:01] <wundr|school> 404'd
L218[07:10:19] <FourFire> argh,
imgur.com/a/EFTr7
L219[07:10:53] <Ordinastie> oh god
L220[07:10:58] <Ordinastie> read the
error
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L222[07:14:41] <FourFire> I see the
errors, but I don' know enough to determine how to fix them.
L223[07:15:27] <wundr|school> Did you
change from 1.9 to 1.10.2?
L224[07:15:47]
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L225[07:15:47] <FourFire> It seems as if
there are two layers of classes which are uneccesary, I don't know
why such a fndamental change would occur
L226[07:15:50] <FourFire> es.
L227[07:16:00] <FourFire> Yes.
L228[07:16:19] <wundr|school> Well all
those import things cna be solved by using Ctrl+Shift+O on the
specified classes
L229[07:17:18] <wundr|school> For the
other stuff, try making a normal java project and then deleting it
afterword. That fixes Eclipse on rare occasions
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L232[07:20:44] <FourFire> I don't
understand how ctrl+shift+O fixed 53 of 55 errors could you
enlighten me?
L233[07:21:35] <Ivorius> Bad imports
L234[07:21:38] <Necro> it organizes your
imports
L235[07:21:39] <Ordinastie> thats because
usually, you learn programming before modding :)
L236[07:21:43] <PitchBright> it imports a
bunch of classes that are referenced in your class files, for
you
L237[07:21:49] <howtonotwin> <C-S-o>
= fix imports
L238[07:21:50] <Ivorius> Ordinastie
bringing the heat
L239[07:23:19] <FourFire> Ordinastie, fair
enough, certified programmers start with BASIC at age 11, I'm just
trying to impliment a game mechanic, starting from scratch.
L240[07:25:15] <AshIndigo_> Jesus Christ I
just realized I did vbasic at 11
L241[07:27:24] ⇦
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L243[07:30:08] <wundr|school> I tried to
do VB when I was 10 but tbh it was too complex for me
L244[07:30:30] <AshIndigo> I had no idea
but I was doing half the tine
L245[07:30:53] <wundr|school> Then some
guy came along and tought me Java in under 2 months and I'm like
"suddenly this all makes sense"
L246[07:30:58] <wundr|school> So I went
and retried VB
L247[07:31:07] <wundr|school> But it's
/still/ too hard
L248[07:31:29] <wundr|school> I guess
Java's verbosity is something I like /shrug
L249[07:32:20] <wundr|school> Alright real
question here
L250[07:32:34] <wundr|school> Does anyone
know what happened to Risugami/ModLoader?
L251[07:32:40] <AshIndigo> It ded
L252[07:32:54] <wundr|school> Nss, but
why'd it just… stop?
L253[07:33:07] <wundr|school> I mean he
had every reason to go at least to 1.6.4
L254[07:33:16] <AshIndigo> Forge happened
and I guess risu stopped
L255[07:34:04] <wundr|school> I
guess
L256[07:35:39] <AshIndigo> Funny story
actually
L257[07:36:08] <AshIndigo> When I first
heard about modloader I kept trying to install the grass fix
version
L258[07:36:17] <AshIndigo> And it would
keep crashing
L259[07:36:27] <wundr|school> (grass fix
version?)
L260[07:36:34] <AshIndigo> I never thought
to actually try the normal version
L261[07:36:50] <AshIndigo> (It was some
alternate version that fixed something)
L262[07:37:07] <AshIndigo> Until I was at
a friends house and he suggested that
L263[07:37:30] <wundr|school> Lol
L264[07:37:58] <wundr|school> See kids?
Having friends is (occassionally) important
L265[07:38:22] <AshIndigo> Or irc
L266[07:38:31] <wundr|school> ^
L267[07:39:12]
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L268[07:40:37] <Subaraki> wundr|school,
forge happened indeed
L269[07:40:44] <Subaraki> i used
modeloader for a long time
L270[07:41:01] <Subaraki> and at a certain
point he stated that he discontinued modlaoder, that forge had way
better and more options then he did
L271[07:41:12] <wundr|school> Fair
enough
L272[07:41:17] <Subaraki> and that it
became more of a hassle to update modloader and keep it going
L273[07:41:20] <wundr|school> OMG I JUST
HAD AN IDEA
L274[07:41:25] <Subaraki> i think he
posted that on his page somewhere
L275[07:41:27] <AshIndigo> ????!!!
L276[07:41:43] <wundr|school> I should
port my ML 1.5.2 mod to Forge 1.10.2
L277[07:41:53] <Subaraki> ._.
L278[07:42:02] <wundr|school> It's been
three years since its development
L279[07:42:08] <Subaraki> you would be
better of grasping the 1.5.2 concept you had for the mod, and
recoding it x)
L280[07:42:12] <AshIndigo> -_-
L281[07:42:32] <wundr|school> Well yeah,
that's kinda what I meant
L282[07:42:37] <wundr|school> Bad wording
on my part lol
L283[07:42:52] <wundr|school> Srsly tho
that mod was op af
L284[07:42:53] <wundr|school> Anyways, i
gtg
L285[07:43:08] <AshIndigo> Bye
L286[07:43:08] ⇦
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())
L287[07:43:19] <AshIndigo> Oh I fixed my
ocd gui
L288[07:43:51] <AshIndigo> 2 tasks
left
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L299[08:08:37] <Intektor> is it possible
to apply some offset to the camera, so you can move the camera a
bit?
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L302[08:09:08]
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L304[08:14:50] <howtonotwin> hooray!
L305[08:14:55] <Subaraki> :D
L306[08:15:09] <Subaraki> still needs some
tweaking
L307[08:15:16] <Subaraki> but it looks
like it works \o/
L308[08:15:31] <Subaraki> only sad i do
not have other gui's i can test this with
L309[08:15:53] <Subaraki> vanilla all
requieres te's iirc
L310[08:17:24] <howtonotwin> anvils and
crafting tables aren't tes
L311[08:17:40] <howtonotwin> iirc
L312[08:18:43] <Subaraki> i'll try a
crafting table
L313[08:19:20] <howtonotwin> inb4 81*81
crafting tab :P
L314[08:19:26] <Subaraki> xD
L315[08:19:34] <howtonotwin> it lines up
:O
L316[08:19:43] <Subaraki> i did
player.closescreen on the chest
L317[08:19:46] <Subaraki> works like a
charm
L318[08:19:56] <Intektor> !gf
lightmapUpdateNeeded
L319[08:19:59] <Subaraki> well, that just
means the tabs are clickable
L320[08:22:07] <AshIndigo> Well hey its
works
L321[08:24:49] <Intektor> !gf
torchFlickerX
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L323[08:32:13] <Intektor> !gf
bossColorModifier
L324[08:33:23] <Subaraki> now...how do i
send a vanilla packet to open up a gui with container client side
?
L325[08:33:30] <Subaraki> or do i make my
own simplnetwork ?
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L327[08:34:17] <Intektor> how do I pm the
bot?
L328[08:34:26] <Intektor> because I have
to look up many fields
L329[08:35:01] <AshIndigo> Maybe #mcp
would help
L330[08:36:05] <howtonotwin> /m
MCPBot_Reborn gf ...
L331[08:37:00] <bspkrs> or just use
#mcpbot
L332[08:37:07] <howtonotwin> according to
the help page if you're gonna do a lot of lookups you should use
command "dcc" and open up a DCC channel
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L335[08:46:26] <Subaraki> the crafting
table doesn't have a gui class ? ._.
L337[08:47:45] <Necro> Subaraki
GuiCrafting?
L338[08:48:14] <Subaraki> praise the lord
!
L339[08:48:17] <Subaraki> x_x
L340[08:48:24] <Subaraki> got confused
with the iinteractble
L341[08:49:37] <Subaraki> pew
L342[08:49:38] <Subaraki> okay
L343[08:49:42] <Subaraki> lets test
this
L344[08:55:03] <Subaraki> oops
L345[08:55:04] <Subaraki> return
this.worldObj.getBlockState(this.pos).getBlock() !=
Blocks.CRAFTING_TABLE ? false :
playerIn.getDistanceSq((double)this.pos.getX() + 0.5D,
(double)this.pos.getY() + 0.5D, (double)this.pos.getZ() + 0.5D)
<= 64.0D;
L346[08:55:05] <Subaraki> lol
L347[08:55:11] <Subaraki> i cannot
interact with it
L348[08:55:22] <Subaraki> because it
doesnt exist
L349[08:55:24] <Subaraki> crashes the
game
L350[08:55:38] <Subaraki> but it worked
x)
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L355[08:59:36] <howtonotwin> I want
something more descriptive than `ICustomModelLoader`
L356[08:59:47] <howtonotwin> and
"Loading Models" doesn't really fit
L357[08:59:54] <PitchBright> call
it...
L358[08:59:55] <howtonotwin> because ICML
doesn't HAVE to load models
L359[09:00:03] <PitchBright> small faint
type on dark background
L360[09:00:11] <PaleoCrafter> how about
Kicirimahi?
L361[09:00:21] <PitchBright>
IIllegible
L362[09:00:43] <howtonotwin> something
like "registering custom models"
L363[09:00:46] <howtonotwin> but more
accurate
L364[09:00:57] <howtonotwin> also just
realized I didn't say how to register ICMLs
L365[09:01:10] <PitchBright> my eyes are
probably just tired
L366[09:01:25] *
howtonotwin facedesks at his own stupidity
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L380[09:28:01] <PitchBright> if I'm using
IEntityAdditionalSpawnData, I don't have to set up any packet
handling and implement IMessage stuff.... to sync Entity NBT from
server to client, do I?
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L382[09:31:01] <Subaraki> i really don't
think you need the ientityadditional spawn data ?
L383[09:31:16] <Subaraki> and you don't
sync from server to client
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L385[09:31:23] <Subaraki> that happens
more or less automaticly
L386[09:31:33] <Subaraki> it's the other
way around that you need packets for
L387[09:32:01] <PaleoCrafter> if you use
the data watcher/manager, you don't need to sync
"manually"
L388[09:32:12] <PaleoCrafter>
IEntityAddiontalSpawnData is for exactly that, additional spawn
data :P
L389[09:32:12] <PitchBright> then I must
doing my readSpawnData wrong
L390[09:32:36] <PitchBright> yeah, my
entity has NBT data I need to get to the client (I think)
L391[09:34:31] <Subaraki> IEASD is called
uppon spawning and allows for editing some variables before spawn
that aren't possible in the normal entity class
L392[09:34:40] <Subaraki> i think slimes
use it as well to determine size ?
L393[09:34:48] <Subaraki> if i'm not wrong
offcourse
L394[09:35:00] <PaleoCrafter> it's also
used for syncing on spawn, but not general syncing
L395[09:35:12] <Subaraki> also, code
please? so i can see what you are doing in your code
L396[09:35:46] <PitchBright> ya last time
I showed you my code, we spent 2 hours crapping on it, and never
really answering my original question... so I'm gonna pass this
time on Show-and-Tell xD
L397[09:36:15] <Subaraki> you never
changed the old rats snest ? :o
L398[09:36:29] <PitchBright> yes I did, I
started over like you said... and now fucking nothing works
L399[09:36:31] <PitchBright> lol
L400[09:36:47] <PitchBright> ... WAS 95%
working... now does not.
L401[09:36:51] <Subaraki> well, generally,
copying over code is never good either, because you got stuck
L402[09:37:05] <Subaraki> what doesn't
work ?
L403[09:37:07] <Subaraki> does it spawn
?
L404[09:37:11] <Subaraki> does it save
it's data ?
L405[09:37:17] <PitchBright> naw man, I
scrapped it and started fresh. Broke that big class into 3 new
classes... Entity, Inventory, Container
L406[09:37:27] <Subaraki> good idea
L407[09:37:34] <Subaraki> so, what's wrong
then ?
L408[09:37:37] <PitchBright> ya, all the
data is there in NBT... entity spawns... renders correctly... all
good there
L409[09:38:03] <Subaraki> the inventory
isn't syncing ?
L410[09:38:42] <PitchBright> problem is,
the rendering code wants to know what's in the clone's hand... so
it calls getHeldItem() from the Entity... which calls
inventory.getCurrentItem() from Inventory class
L411[09:38:54] <Subaraki> logic, yes
?
L412[09:38:58] <Subaraki> and if its null
it crashes ?
L413[09:39:28] <Subaraki> or client side
doesn't have that ?
L414[09:39:35] <Subaraki> your client side
is missing the data ?
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L416[09:39:38] <PitchBright> Inventory
class... isn't reading my this.mainInventory[] array... everything
is showing as Null
L417[09:39:39] <PitchBright> client
side
L418[09:39:44] <PitchBright> server side
is showing the correct data
L419[09:39:50] <Subaraki> sync it then
:)
L420[09:39:50] <PitchBright> yea, client
is missing the data
L421[09:40:02] <PitchBright> PitchBright:
if I'm using IEntityAdditionalSpawnData, I don't have to set up any
packet handling and implement IMessage stuff.... to sync Entity NBT
from server to client, do I?
L422[09:40:20] <Subaraki> i think you
do
L423[09:40:25] <Subaraki> but all you need
is one packet anyway
L424[09:40:28] ⇦
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L425[09:40:30] <PitchBright> the weird
thing is...
L426[09:40:34] <PaleoCrafter> did you read
my messages at all? :P
L427[09:40:42] <Subaraki> when the entity
spawns, or when you set an item in the inventory you send the
packet to the client
L428[09:40:52] <PaleoCrafter> for sync on
spawn, IEntityAdditionalSpawnData works :P
L429[09:41:15] <PitchBright> Paleo, I
haven't dabbled with DataWatchers yet :(
L430[09:41:17] <Domi> Hello, I want to get
the blockpos infront of a Chest. I want to use
BlockPos.offset(EnumFacing facing) but how do I get the facing of a
Chest?
L431[09:41:42] <PaleoCrafter> blockstates,
Domi
L432[09:42:23] <PitchBright> so I do not
have to setup any IMessage stuff for IEASD then, based on what
you're saying Paleo?
L433[09:42:29] <PitchBright> it works
outta the box
L434[09:42:35] <PaleoCrafter> for
spawning, it should, yes :P
L435[09:42:42] <Domi> Ok thank you. Is
there a tutorial or documentation on how to read this
Blockstate?
L436[09:42:48] <howtonotwin> on the rtd
page
L437[09:42:51] <PitchBright> k perfect,
that's what I thought.
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L442[09:45:32] <PitchBright> I'm doing
this wrong, aren't I?
L444[09:47:15] <Domi> But
PropertyDirection has only methods for creating not for
reading?
L445[09:48:38] <howtonotwin> Properties
are the keys
L446[09:48:50] <howtonotwin>
PropertyDirection <: IProperty<EnumFacing>
L447[09:49:07] <howtonotwin> the value
associated with it is therefore an EnumFacing
L449[09:52:29] <Subaraki> giving them
names .... :D
L450[09:53:10] <howtonotwin> It's
happening!!!!1!!one!11!!!!eleventeen!
L451[09:53:28] *
Subaraki basicly just copies over creative tabs
L452[09:53:32] <Subaraki> yeah \o/
L453[09:53:46] <Subaraki> soon, everyone
will awe in front of the forge implemented inventory tabs !
:D
L454[09:55:17] <Subaraki> still wondering
where i need to add the vanilla inventory on forge startup though
o.O
L455[09:56:03] <Domi> Ok an how do I get
the value form the Propertie?
L456[09:56:07]
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L458[09:58:12] <howtonotwin> read the
page...
L459[09:58:31] <howtonotwin> get the
IBlockState and call getValue on it
L460[09:58:36] <AshIndigo> Nice progress
subaraki!
L461[09:58:49] <Subaraki> getName ?
L462[09:58:52] <Subaraki> thanks AshIndigo
!
L463[09:59:16] <Subaraki> I cannot really
test switching gui's though
L464[09:59:25] <Subaraki> all of them need
a block
L465[09:59:37] <howtonotwin> the chest's
propertydirection is BlockChest.FACING
L466[09:59:54] <Subaraki> i tried it, and
it crashed on crafting gui, because i am not a block :P
L467[10:00:02] <Subaraki> but it switched
all right !
L468[10:01:11] <Domi> ok I got it. Thank
you very much for your help
L469[10:01:21] <howtonotwin> you're in a
forge workspace right? can't you comment out the checks for
blocks?
L470[10:01:25] <howtonotwin> np
L471[10:01:38] <Subaraki> i could. why did
i not think about that ? ._.
L472[10:01:53] <howtonotwin> lol
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L475[10:08:38] <Subaraki>
java.util.Arrays.copyOfRange doesn't like multimaps right ?
L476[10:09:04] <Subaraki> no wait, that's
not the problem
L477[10:09:38] <Subaraki> why do all my
tabs share the same index o.O
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L480[10:12:02] <Subaraki> i open my gui,
set the tab index relative to the index in the list
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L483[10:15:43] <Subaraki> help ?
L484[10:16:55] <Ordinastie> wtf?
L485[10:17:25] <Ordinastie> why the fuck
are you using an array ?
L486[10:18:31] <Subaraki> why not ?
L487[10:18:38] <Subaraki> how do you want
me to store the tabs ?
L488[10:18:48] <Ordinastie> you already
have a list
L489[10:18:49] <Ordinastie> use that
L490[10:18:53] <Subaraki>
java.util.Arrays.copyOfRange(attachedGuiTabs,
L491[10:18:59] <Subaraki> doesnt take
lists as far as i know
L492[10:19:13] <Ordinastie> yeah, why the
hell are you doing that ?
L493[10:19:39] <Subaraki> The method
copyOfRange(T[], int, int) in the type Arrays is not applicable for
the arguments (List<GuiTabs>, int, int)
L494[10:19:47] <Subaraki> copyOfRange
?
L495[10:19:57] <Subaraki> so i draw only
the 12 tabs i need
L496[10:20:01] <Ordinastie> -_-
L497[10:20:05] <Ordinastie> dude
L498[10:20:07] <Subaraki> just like
creative tabs does it ?
L499[10:20:10] <Subaraki> yes ?
L500[10:20:18] <Subaraki> there's a better
way right ?
L501[10:20:20] <Ordinastie> fucking
no
L502[10:20:28] <Ordinastie> yeah, thinking
by yourself
L503[10:20:35] <Subaraki> for(tab, pag
stuff data max min, ++)
L504[10:20:37] <Subaraki> draw tab
L505[10:20:38] <Subaraki> right ?
L506[10:22:54] ***
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L507[10:23:36] <Ordinastie> ok, I'll sound
mean there, but I don't think you should be trying to make this
PR
L508[10:23:44] <Ordinastie> you sound way
out of your depth
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L511[10:27:32] <Subaraki> aaauw :/
L512[10:27:43] <Subaraki> i'm trying my
best though
L513[10:27:52] <Subaraki> i'll try to
finish it anyway, and then show it to you guys
L514[10:28:03] <Subaraki> that's what I
was planning anyway
L515[10:30:38] <Subaraki> on the other
hand Ordinastie, I feel like i'm the only one that ever tried
making the pr for inventory tabs
L516[10:30:50] <Ordinastie> probably
yes
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L519[10:30:59] <Subaraki> it's something
we've been using for years
L520[10:31:15] <Subaraki> running into mod
compatibilty issues is a thing in those cases
L521[10:31:23] <Subaraki> i know i'm out
of depth
L522[10:31:32] <Subaraki> i still have
notions i know nothing about
L523[10:31:58] <Subaraki> like compile
stuff and practical coding
L524[10:32:21] <Subaraki> but i'm trying.
and i hope that trough the ower of community, the shit i'll cram
into the code can be made better
L525[10:34:58] <Subaraki> anyway, need to
go make dinner
L526[10:35:03] <Subaraki> i'll try again
tomorow o/
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L531[10:48:07] <wundr|school> Subaraki:
thing is, in the old mod, I had a metric assload of bugs that Forge
can fix with a raycast and some if statements :P
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L538[11:05:17] <wundr|school> Apparently
being gone for 3hrs is nipping out
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L541[11:10:03] <JustWhoAmI> Subaraki ?
^
L542[11:11:06] *
wundr|school has no knowlege of GUIs
L543[11:12:11]
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L544[11:15:08] <JustWhoAmI> lol
wundr|school
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L554[11:44:06] ***
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L555[11:44:54] <JustWhoAmI> gigaherz,
:D
L556[11:45:14] <gigaherz> I was in a
irc-based meeting yesterday
L557[11:45:24] <gigaherz> and mirc has the
retarded idea to remember that nickname as the default one
L558[11:45:34] <gigaherz> so when windows
10 had the retarded idea to reboot without my explicit
permission
L559[11:45:39] <gigaherz> it used that
nickname
L560[11:45:50] <JustWhoAmI> lol
L561[11:45:59] <gigaherz> and yes, that's
my real name
L562[11:46:03] <gigaherz> no secret
;P
L563[11:46:07] <JustWhoAmI> i know, its on
github lol
L564[11:46:14] <gigaherz> (I mean all you
have to do is find me on twitter or similar XD)
L565[11:46:19] <masa> win 10 had rebooted
today for me as well, and eclipse then broke the workspace,
again...
L567[11:46:32] <gigaherz> yep so I did
what I didn't want to do
L568[11:46:36] <gigaherz> and had to do a
retarded thing
L569[11:46:43]
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L570[11:46:46] <gigaherz> to unfuck the
retarded choices of the ms windows development team
L571[11:46:53] <masa> JustWhoAmI: have you
registred your tile entity? if not, it won't save to disk
L573[11:47:28] <JustWhoAmI> commonproxy,
preinit GameRegistry.registerTileEntity(TileEntityTestBlock.class,
"testblock_tileentity"); masa
L574[11:47:39] <gigaherz> it's just sad:
how to avoid windows 10 UNDOING YOUR EXPLICIT CHOICES:
L575[11:47:41] <gigaherz> rename the task
file
L576[11:47:45] <gigaherz> and create a
folder with the same name
L577[11:47:49] <masa> and to debug the
client sync issues, stick some prints to the update packet methods
to see if stuff actually happens
L578[11:47:51] <gigaherz> so that it will
error trying to recreate the file ¬¬
L580[11:48:50] <Intektor> gigaherz de
dónde eres?
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L582[11:49:10] <gigaherz> Intektor:
Girona, Spain
L583[11:49:31] <Intektor> Qué tal en
Girona?
L584[11:49:47] <Intektor> I have spanish
in school now :D
L585[11:49:51] <gigaherz> heh
L586[11:50:48] <Intektor> its nice even
though I hate these verb forms, I always have to think abou them
:D
L587[11:50:58] <gigaherz> yeah comes
natural to me ;P
L588[11:51:30] <Intektor> still better
than german I think
L590[11:53:11]
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L591[11:54:52] <Subaraki> yes JustWhoAmI
?
L593[11:55:45] <howtonotwin> Is there a
way to get the charge of an arrow below 3 by intercepting
ArrowLooseEvent?
L594[11:56:23] <howtonotwin> wolfram says
that if charge < 2.8 it won't meet the .1 velocity threshold
hardcoded in ItemBow
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L596[11:58:15] <howtonotwin> actually
that's a stupid question now that I look at it: ofc there's no way
to do it properly; I have to copy-paste the arrow spawning.
L597[12:01:05] <howtonotwin> and...
there's no method to actually get the ammo stack so that's also
impossible to do properly.
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L611[12:57:22] <Ordinastie> !gm
func_75139_a
L612[13:05:26] <gigaherz> something about
tutorials that is just pointless:
L613[13:05:35] ⇦
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L614[13:05:35] <gigaherz> // Return
output
L615[13:05:39] <gigaherz> reoturn
output;
L616[13:05:42] <gigaherz> }
L617[13:05:43] <gigaherz> -o
L618[13:06:05] <gigaherz> HOW is that
comment NEEDED at all?
L619[13:06:26] <Ordinastie> something
pointless about tutorials ? how about everything
L620[13:06:51] <gigaherz> well in this
case it's an obscure XNA tutorial and I can't find the sources
xcept on this PDF
L621[13:07:28] <McJty> int a = 1; // Set
variable with name 'a' to an integer value equal to 1
L622[13:07:37] <McJty> 'well-commented
code' :-)
L623[13:07:55] <Ordinastie> gigaherz, ah,
I thought it was modding tutorial
L624[13:08:12] <gigaherz> nah thankfully I
can do shit myself ;P
L625[13:08:26] *
McJty often has to refer to his own tutorials
L626[13:08:28] <gigaherz> however
implementing deferred rendering + SSAO to my engine is a tiny bit
more effort
L627[13:08:30] <McJty> I tend to forget
some stuff :-)
L628[13:09:15] <gigaherz> Copy UVs
L629[13:09:19] <gigaherz> output.UV =
input.UV
L630[13:09:22] <gigaherz> YES I CAN SEE
WHAT IT DOES
L631[13:10:13] <howtonotwin> Meanwhile...:
X⌿⍨Y^.=⍨X↑⍨(⊃⍴X),⍴Y ⍝ I don't even know
L632[13:10:38] <howtonotwin> Correction,
the only part I know is that ⍝ means comment :P
L633[13:10:38] <gigaherz> mirc is unfit
for displaying that
L634[13:10:59] <howtonotwin> guess you
know what language that is xD
L635[13:11:21] <gigaherz> looks vaguely
like maths unicode symbols
L636[13:11:25] <gigaherz> that's as far as
I can tell
L637[13:11:56] <howtonotwin> It's what
happens if you let a 70s unix programmer near the word
"apple"
L638[13:11:57] <howtonotwin> :P
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L642[13:21:16] <TangentDelta> Ahhh...you
have to register the itemblock seperately.
L643[13:21:43] <TangentDelta> I need to
make a registerBlock() method to do all of that automatically for
me :P
L644[13:22:51] <TangentDelta> So, it looks
like Mojang is trying to move a lot of this stiff over to the json
files. What could their long-term goal possibly be?
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L647[13:23:53] <gigaherz> TangentDelta:
well the addon system on mcpe/win10 seems to show the ability to
have new stuff defined in those json files
L648[13:23:58] <gigaherz> including mob
AI
L649[13:24:40] <TangentDelta> It's rather
exciting to be honest.
L650[13:24:42] <howtonotwin> power to the
resource packs(/the modding API, but not how anyone expected it to
be)
L651[13:24:46] <howtonotwin> :P
L652[13:27:47] <TangentDelta> So, I think
I'm screwing up my itemblock resource path registration
somewhere.
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L654[13:28:19] <TangentDelta> My blocks
themselves somehow are using the correct resource path, but the
itemblocks are not.
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L656[13:28:55] <TangentDelta> I'm
registering the custom resource path for the itemblock pulled from
the block...so it seems kind of reversed to me.
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L658[13:30:48] <TangentDelta> I can't ge
to my code right now since I'm at work, but I'm doing something
like registerCustomResourcePath(myRegistetedBlock.itemBlock(),
mymod.modid+":"+myRegisteredBlock.name,
"inventory")
L659[13:30:48] <howtonotwin> code
L660[13:30:52] <howtonotwin> oh
L661[13:30:54] <howtonotwin> xD
L662[13:31:04] <howtonotwin>
registerCustomResourcePath?
L663[13:31:16] <TangentDelta>
err...whatever the method is
L664[13:31:35] <TangentDelta> I don't
remember the name off the top of my head.
L665[13:31:43] <howtonotwin> there's no
method with that sig, is there?
L666[13:31:51] <howtonotwin> not even the
name, just the types
L667[13:32:08] <howtonotwin> you mean
registerModelResourceLocation(item, meta, mrl)?
L668[13:32:16] <TangentDelta> Yeah, I
think so.
L669[13:32:38] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L670[13:32:39] <gigaherz> ;p
L671[13:32:57] <howtonotwin> the way you
should be doing it is
ModelLoader.registerCustomModelResourceLocation(block.itemblock, 0,
new MRL(block.getRegistryName(), "inventory"))
L672[13:32:57] <TangentDelta> Dang, this
is why I need to set up a git.
L673[13:33:08] <howtonotwin> what is a
git?
L674[13:33:16] <howtonotwin> do you mean a
person?
L675[13:33:23] <TangentDelta> Yes, I
remeber importing modelloader and using that.
L676[13:33:27] <howtonotwin> gonna take
you a few years to do that xD
L677[13:33:40] <TangentDelta> Myselg,
probably.
L678[13:33:49] <TangentDelta>
*myself
L679[13:34:45] <howtonotwin> oh wait are
you the one who's new to modern post-apopa-8-tic modding?
L680[13:35:05] <howtonotwin> or was that
someone else
L681[13:35:10] <howtonotwin> or are there
two of you?
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L684[13:38:24] <TangentDelta> If I go into
my assets/models/item/myblock.json and set the parent to
block/myblock it tries to go to the minecraft resource
location.
L685[13:38:37] <TangentDelta> No, not me,
I don't think.
L686[13:39:01]
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L687[13:39:14] <howtonotwin> RLs default
to domain "minecraft"
L688[13:39:18] <TangentDelta> Well, I did
a lot of modding in the older beta versions of minecraft, and some
post 1.0 versions.
L689[13:39:30] <howtonotwin> that's why
you should always qualify them with domains
L690[13:39:39] <howtonotwin> the only time
you don't have to is in setRegistryName
L691[13:39:41] <gigaherz> TangentDelta:
"yourmod:theresourcepath"
L692[13:40:07] <gigaherz> otherwise it
will read from assets/minecraft/
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L694[13:40:17] <TangentDelta> gigaherz: If
I do that for the item model, it renders the itemblock's model
correctly and it works.
L695[13:41:55] <TangentDelta> well, I just
have the parent of the itemblock model set to the block model. I
have to manually specify the resource location because ths
itemblock item's resource path is not defined.
L696[13:42:24] <TangentDelta> I'm just
confused because I tried defining it but defined the actual block
itself instead.
L697[13:42:42] <TangentDelta> I'll dig
through all the possible methods tonight.
L698[13:43:04] <TangentDelta> I love how
easy a lot of this stuff is with a good IDE.
L699[13:43:04] <howtonotwin> one mo
L700[13:43:05] ***
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L702[13:43:17] <howtonotwin> there ya
go
L703[13:43:32] <howtonotwin> easily the
most used page in my repo xD
L704[13:44:09] <TangentDelta>
oooh...
L705[13:44:21] <TangentDelta> So I use the
itemstack, not the item itself.
L706[13:44:53] <howtonotwin> no no you do
not
L707[13:44:58] <TangentDelta> Ih.
L708[13:45:01] <howtonotwin> you have the
option of doing so
L709[13:45:02] <TangentDelta> *Oh.
L710[13:45:04] <howtonotwin> but you don't
have to
L711[13:45:21] <howtonotwin> you can
define (item, meta) -> MRL directly with setCustomMRL
L712[13:45:48] <howtonotwin> or you can
unleash about 0.00001% of Cthulhu's power and use an IMD
L714[13:47:18] <howtonotwin> And I request
criticism because I need it to live :P
L716[13:49:25] <howtonotwin> (you don't
have to ofc)
L717[13:54:52] ⇦
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L718[13:55:13] <TangentDelta>
Thanks!
L719[13:55:19]
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L720[13:55:24] <howtonotwin> np
L721[13:56:01] <howtonotwin> My fork has
issues enabled so if you find something I derped on submit it
:P
L722[13:56:15] <howtonotwin> and those !!!
note/important things are admonitions
L723[13:56:35] <howtonotwin> there's a
plugin on the html generator that makes them special
L724[13:59:13] <TangentDelta> It annoys me
that I can't find any good example/guide websites. Yours looks
pretty decent.
L725[13:59:41]
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L726[13:59:53] <howtonotwin> it's just a
fork of the rtd page :P
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L736[14:32:39] <JustWhoAmI> TangentDelta,
mcforge.readthedocs.io
L737[14:33:51] <JustWhoAmI> Quite the
discussion about Mekanism over at /r/feedthebeast
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L742[14:45:17] <Intektor> hwo can I get
the direct twitch stream url? do you have any ideas?
L743[14:45:43] <Intektor> nevermind
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L751[15:02:06] <Intektor> can I somehow
setup a RTSP server with netty?
L752[15:12:34] <PaleoCrafter> I'd assume
so, Intektor :P
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L756[15:14:37] <Intektor> but the question
is, can android receive that stream, and the next question is, how
would I make those two connect?
L757[15:15:01] <PaleoCrafter> why
shouldn't it be able to?
L758[15:15:43] <Intektor> I am searching
the internet for more than a week now to make my minecraft screen
display on my android phone
L759[15:16:03] <Intektor> nothing worked
yet, thats why I am thinking that way ;D
L761[15:16:22] *** V
is now known as Vigaro
L762[15:17:47] <bartman> your minecraft
screen or stream?
L763[15:18:03] <Intektor> screen, I am
developing a google cardboard mod
L764[15:18:13] <Intektor> everything
worked quite nice, except this crap
L765[15:18:17] <Intektor> the most
important stuff
L767[15:19:45] <bartman> yeah was going to
suggest using vlc but
L768[15:19:50] <bartman> thats going to be
some major lag
L769[15:19:56] <fry> anything will
L770[15:20:11] <bartman> yeah even chrome
remote desktop would
L771[15:20:19] <bartman> but it still
would have far less lag then a stream
L772[15:21:10] <bartman> and it'd be a
slideshow on chrome remote desktop
L773[15:21:23] <bartman> totally would
lack any 3d effect
L775[15:22:54] <Intektor> 4K at 60 fps
with no lag? I tried it, and it works
L776[15:23:15] <LatvianModder> Well then
its not shitty app
L777[15:23:25] <bartman> yeah thats not
using rtsp heh
L778[15:23:33] <Intektor> but?
L779[15:24:06] <LatvianModder> but.
L780[15:24:10] <PaleoCrafter> butt!
L781[15:24:36] <howtonotwin> /kick
PaleoCrafter
L782[15:25:02] <LatvianModder> Why do
people still dont have RFID chips with their unique ID? :/
L783[15:25:03] <PaleoCrafter> not my
but?
L784[15:25:05] <PaleoCrafter> *butt
L785[15:25:12] <howtonotwin> /kick
PaleoCrafters_Butt For good measure
L786[15:25:22] <Intektor> !me
L787[15:25:26] <LatvianModder> a buttload
is a good measure
L788[15:25:32] <fry> 30ms is quite a
lot
L789[15:26:12] <Intektor> you got any
better ideas?
L790[15:26:15] <howtonotwin> does github
do anything strange if you have a PR between two branches of the
same repo?
L791[15:26:19] <fry> don't do it? :D
L792[15:26:26] <LatvianModder> give up.
always works
L793[15:26:29] <wundrweapon> what's the
best way to spawn particle effects when (a) the player is holding
an item, or (b) when a player right-clicks an item
L794[15:26:36] <LatvianModder> you cant
fail if you dont try!
L795[15:26:40] <Intektor> I would
definetly use on of these, but I need access to minecraft
L796[15:26:50] <LatvianModder>
wundrweapon: with code or.. command blocks? :D
L797[15:27:08] *
wundrweapon claps slower than a sloth moves
L798[15:27:17] <wundrweapon> code
ofc
L799[15:27:31] <LatvianModder>
if(worldObj.isRemote) worldObj.spawnParticle("a", x, y,
z, 0D, 0D, 0D);
L800[15:27:47] <LatvianModder> If you use
one of vanillas particles
L801[15:27:52] <wundrweapon> isRemote is
true when the world is a server, yes?
L802[15:27:59] <howtonotwin> no
L803[15:28:01] <LatvianModder> isRemote =
isClient
L804[15:28:01] <howtonotwin> other
way
L805[15:28:08] <howtonotwin> stupid name
is stupid
L806[15:28:15] <LatvianModder> aint gonna
ever change
L807[15:28:22] <wundrweapon> I was gonna
say, like that makes no sense but ok
L808[15:28:23] <wundrweapon> thank
you
L809[15:28:39] <howtonotwin> inb4 1.11.1
and half the game has been rewritten
L810[15:28:40] <howtonotwin> :P
L811[15:28:48] <wundrweapon> kek
L812[15:29:03] <LatvianModder> you can
manipulate with random numbers and 'for' to increese / descreese
particle amount, etc
L813[15:29:56] <LatvianModder> are those
HDMI to VGA/DVI adapters proper good? I can't belive its just that
simple
L814[15:30:20] <LatvianModder> Turns out I
can't plug my VGA monitor anymore in my new PC because.. VGA is too
old
L815[15:30:36] <LatvianModder> Yet they
still make monitors that only have VGA and/or DVI
L816[15:31:09] <fry> vga != dvi
L817[15:31:27] <fry> vga = dvi/i
L818[15:31:31] <fry> hdmi = dvi/d
L819[15:31:34] <fry> roughly
L820[15:31:45] <fry> (passive adapters
exist and things work)
L822[15:32:10] <LatvianModder> like this
one. I dont trust it for some reason
L823[15:32:40] *
fry is using 4 hdmi cables with 3 of them being plugged into dvi
displays right now
L824[15:33:11] <LatvianModder> so your
cable looks like this? HDMI in one end and dvi in the other?
L826[15:33:27] <fry> much more
convenient
L827[15:33:34] <wundrweapon> what about
the int array "parameters"? following it just leads to an
interface
L828[15:33:43] <LatvianModder> Yeah, I
have something like that too, but its broken :/
L829[15:33:58] <LatvianModder>
wundrweapon: hm?
L830[15:34:01] <fry> buy a new one? it's
like $5 :P
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L832[15:34:25] <LatvianModder> Yeah, thats
what im doing tomorrow. I think ill get one like you have, if I can
find it
L833[15:34:38] <wundrweapon>
World#spawnParticle takes "int... parameters" as the last
param
L834[15:34:49] <wundrweapon> i have no
idea what it does, so I don't know what to put in it
L835[15:34:54] <LatvianModder> oh, must be
new. ignore it probably :P
L836[15:35:11] <LatvianModder> just dont
put anything there, and see if it works
L837[15:35:12] <fry> make sure polarities
of the ports are correct :P
L838[15:35:24] <LatvianModder> it probably
is meant for block breaking particles or smth
L839[15:35:39] <wundrweapon> i'll give it
the ol' null and see what happens :P
L840[15:35:44] <LatvianModder> no
L841[15:35:49] <LatvianModder> just dont
put Anything there
L842[15:35:51] <LatvianModder> its
int...
L843[15:36:08] <LatvianModder> if you just
close the function with ); without giving it anything, it should
work
L844[15:36:16] <LatvianModder> null in
these cases is never a good idea
L845[15:36:21] <wundrweapon> i
suppose
L846[15:36:30] <wundrweapon> i'm just
wondering why that'd work
L847[15:36:41] <wundrweapon> last I knew
"int..." and "int[]" are congruent
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L849[15:37:03] <LatvianModder> yeah but
int... is prettier and can only be last argument, and is considered
optional
L850[15:37:04] <PaleoCrafter> if you gave
it null, it'd crash :P
L851[15:37:12] <PaleoCrafter> trying to
unbox a null Integer
L852[15:37:22] <wundrweapon> i see
L853[15:37:30] <LatvianModder> I think jvm
would convert it to (int[])null
L854[15:37:57] <PaleoCrafter> if anything,
the compiler would convert it :P
L855[15:38:00] <LatvianModder> im *pretty*
sure about that. but String..., or any other Object...would
probably convert to new Object[] { null }
L856[15:38:09] <howtonotwin> yes, which is
not crashy
L857[15:38:20] <howtonotwin> (int[])null,
that is
L858[15:38:43] <howtonotwin> null will
take any cast to any reference type, which all arrays are
L859[15:38:48] <howtonotwin> still a bad
idea ofc
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L861[15:40:02] <howtonotwin> anyway I'm
pretty sure that array is just custom particle specific data, but I
could be wrong
L862[15:40:08] <PaleoCrafter> it is
L863[15:43:45] <PaleoCrafter> does passing
null to a reference type vararg also compile to (T[])null?
L864[15:45:04] <howtonotwin> I THINK that
if a variable x conforms to T[] where the parameter is T..., it is
passed in literally.
L865[15:45:22] <howtonotwin> therefore
null would conform to T[] for all T <: Object
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L867[15:45:31] <howtonotwin> and then the
array itself would be null
L868[15:45:33] <howtonotwin> should test
it
L869[15:45:44] <wundrweapon> y o u a r e a
l l h u r t i n g m y b r a i n
L870[15:46:10] * g
s i t s o n w u n d r w e a p o n
L871[15:46:19] *
wundrweapon is sat on
L872[15:47:10] <g> I actually understand
what they're saying
L873[15:47:12] <g> I'm surprised.
L874[15:47:21] <howtonotwin> yep
L875[15:47:24] <howtonotwin> javac
complains
L876[15:47:32] <howtonotwin> but it
implies it compiles it as T[]
L877[15:47:54] <howtonotwin> non-varargs
call of varargs method with inexact argument type for last
parameter;
L878[15:47:54] <PaleoCrafter> okay, at
least it's consistent
L879[15:47:54] <howtonotwin> public static
void test() { target(0, null); }
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L881[15:48:11] <howtonotwin> cast to
Object for a varargs call
L882[15:48:11] <howtonotwin> cast to
Object[] for a non-varargs call and to suppress this warning
L883[15:49:24] <howtonotwin> which implies
that it is currently interpreted as Object[] and that a cast
(Object[])null will simply confirm the compiler's suspicions and
allow it to suppress the warning.
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L885[15:49:51] <wundrweapon> oh hey it's
flaxbeard
L886[15:50:31] <theFlaxbeard> hello
L887[15:52:46] <wundrweapon> should I do
if(world.isRemote) when playing a sound?
L888[15:52:51] <howtonotwin> no
L889[15:52:52]
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L890[15:52:55] <wundrweapon> ok
L891[15:53:00] <howtonotwin> unless you
want to constrain it to just the current player
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L894[16:01:35] <wundrweapon> so according
to the EntityEnderman class, I should use "new int[0]"
for the "int... parameters" thing
L895[16:01:41] <wundrweapon> idk if I will
though :P
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L897[16:10:54] <howtonotwin> just leave it
blank
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L899[16:11:11] <howtonotwin> very likely
that in mojang's code it is in fact blank
L900[16:12:22] <howtonotwin> i.e. a call
to f(X x, Y y, Z z, W... ws) can be written f(x,y,z) and implies
that the W... param is new W[0].
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L902[16:13:41] <ThePsionic> But don't
actually name it f(X x, Y y, Z z, W... ws) because I will chop you
in the throat if you do
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L918[16:44:32] <Xilef11> is there a way
(ideally server side) to detect if the player is right-clicking in
the air with an empty hand?
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L920[16:46:28] <diesieben07> Xilef11,
server side does not get notified if you right click with empty
hand as far as i can see
L921[16:46:38] <diesieben07> as for clinet
side: PlayerInteractEvent.RightClickEmpty
L922[16:48:25] <Xilef11> don't feel like
making a packet, I can do it with left-click instead
L923[16:51:43] ***
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L924[16:53:07]
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L925[17:03:23] <gigaherz> Xilef11: there
was no interaction event because mc doesn't have the info
L926[17:03:26]
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L927[17:03:27] <gigaherz> it just sends a
"swing" packet
L928[17:03:55] <gigaherz> or something
like that
L929[17:04:10] <gigaherz> maybe there was
nothing at all
L930[17:04:17] <diesieben07> for right
click? nothing at all :)
L931[17:04:22] <diesieben07> for left
click it sends the swing
L932[17:04:33] <howtonotwin> If I'm
writing a PR to Forge and I modify the sig of an existing method in
ForgeHooks, does that count as breaking binary compat and do I have
to add a version of that method with the old sig?
L933[17:05:43] <gigaherz> ah right
L934[17:05:51] <gigaherz> howtonotwin:
yes
L935[17:05:54] <howtonotwin> I assume it
is, but does anyone actually call those methods
L936[17:05:56] <howtonotwin> ok
L937[17:05:59] <gigaherz> wait
L938[17:06:01] <gigaherz> ForgeHooks
L939[17:06:03] <gigaherz> hmmm
L940[17:06:04] <gigaherz> maybe not
L941[17:06:21] <gigaherz> those methods
are meant to be internal
L942[17:06:47] <howtonotwin> wait no
L943[17:06:51] <howtonotwin>
chunkPopulate
L944[17:06:56] <howtonotwin> it has an old
version and a new one
L945[17:07:07] <howtonotwin> therefore I
guess they're not as internal as they should be :P
L946[17:09:46] <howtonotwin> but that's
the only one that's seems to be that way... I'll just leave it out
and see if someone objects on the PR.
L947[17:10:01] ***
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L948[17:13:09] ***
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L949[17:16:56] ⇦
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L950[17:20:20] ***
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L951[17:20:52] <kenzierocks> what's the
difference between rotation and post-rotation
L953[17:21:32] <kenzierocks> they appear
to do the same thing
L954[17:21:37] <howtonotwin> That's a
TRSRTRansform
L955[17:21:49] <howtonotwin>
Transform-ROtate-Scale-Rotate
L956[17:22:07] <howtonotwin> the order can
make a difference
L957[17:22:37] <howtonotwin> that's
it
L958[17:22:44] <kenzierocks> but it
doesn't appear to in my case
L959[17:22:45] <kenzierocks> ok
L960[17:22:47] <kenzierocks> :|
L961[17:22:57] <kenzierocks> i was hoping
to get a way to do a rotation after the transform
L962[17:23:13] <kenzierocks> erm,
translate
L963[17:23:20] <howtonotwin> derp
L964[17:23:35] <howtonotwin> I totally
said translate
L965[17:24:33] <kenzierocks> ya
L966[17:25:59] *
howtonotwin is worried that this'll ruin his cover, as he is really
a dimension hopper here to understand why the switching of those
two words' meanings caused the Great Locomotion of
1642.
L967[17:26:33] <kenzierocks> lol
L968[17:26:38] <kenzierocks> anyways
L969[17:26:49] <kenzierocks> i guess i can
pass in a matrix
L970[17:26:57] <howtonotwin> or a
quaternion :P
L971[17:26:59] <kenzierocks> but then i
have to compute that every time
L972[17:27:15] <kenzierocks> howtonotwin:
that doesn't change that the rotation happens before
translation
L973[17:28:00] ⇦
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L974[17:28:53] <TangentDelta> Ah, so
blocks automatically just look in the correct location for their
model data.
L975[17:29:00] <howtonotwin> yes
L976[17:29:14] <howtonotwin> but blocks
don't do any "looking", technically
L977[17:29:16] <howtonotwin>
/nitpick
L978[17:29:59] <howtonotwin> was that from
reading the things I wrote or something else? :P
L979[17:30:19] <TangentDelta> From what
you wrote.
L980[17:30:27] <howtonotwin> any issues
with it?
L982[17:31:21] <howtonotwin> model
stacktraces are a pain
L983[17:31:25] <howtonotwin> they are very
large
L984[17:31:32] <howtonotwin> and they
actually produce multiple per model
L985[17:31:46] <howtonotwin> a single
stacktrace is about as useful as a male nipple :P
L986[17:31:51] <howtonotwin> you need the
full log
L987[17:31:59] <TangentDelta> I've been
confused becauseUgh.
L988[17:32:01] <howtonotwin> *can
produce
L989[17:32:06] <TangentDelta> whoops.
Silly terminal.
L990[17:32:09] <TangentDelta> lol
L991[17:32:13] <kenzierocks> basically
when you load a model
L992[17:32:24] <kenzierocks> forge
sometimes tries multiple interpretations
L994[17:32:35] <kenzierocks> and that can
lead to stacktraces that don't actually matter
L995[17:32:40] <howtonotwin> inb4 scala
haters :P
L996[17:32:53] <TangentDelta> lol
scala
L997[17:32:54] *
howtonotwin also applies Flamewar immunity cream
L998[17:33:27] <howtonotwin> `new
ModelResourceLocation(CPUCraft.MODID + ":" + id,
"inventory")`
L1000[17:33:36] <howtonotwin> why do
people keep doing that .-.
L1001[17:33:44] <howtonotwin> just pass
in 3 strings
L1002[17:33:52] <TangentDelta> Oh?
L1003[17:34:20] <howtonotwin> oh derp
ignore me
L1004[17:34:31] <howtonotwin> no need for
the string concat though
L1005[17:34:48] <howtonotwin>
item.getRegistryName() is a good default
L1006[17:35:08] <howtonotwin> blah blah
/subjective-stylenitpicks
L1007[17:35:18] <howtonotwin> and that's
all correct
L1008[17:35:28] <howtonotwin> but I have
no idea where your items are actually being registered
L1009[17:35:29] <howtonotwin> :P
L1010[17:35:33] <TangentDelta> Ah.
L1011[17:35:55] <kenzierocks>
howtonotwin: that's actually the most performant way to do it
:P
L1012[17:36:05] <kenzierocks> if you look
at the MRL source
L1013[17:36:12] <kenzierocks> not that it
matters that much
L1014[17:36:42] <howtonotwin> taking a
good look and all I can say is #mojang
L1015[17:37:01] <TangentDelta> Why do I
keep seeing a huge string of "\u00b"s?
L1016[17:37:18] <TangentDelta>
*"\u200b"
L1017[17:37:34] <howtonotwin> zero-width
space
L1018[17:37:37] <howtonotwin> no idea why
though
L1019[17:37:40] <TangentDelta> Lol.
L1020[17:37:48] <kenzierocks> that would
be me
L1021[17:38:00]
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L1022[17:38:03] <TangentDelta> That's
kind of funny.
L1023[17:38:08] <kenzierocks> my ping
wastes small amounts of bandwidth >:D
L1024[17:38:09] <TangentDelta> What IRC
client are you using?
L1025[17:38:16] <kenzierocks> textual,
but i set that up
L1026[17:38:20] <TangentDelta> Ah.
L1027[17:38:35] <howtonotwin> are they
actually converting the params into a string and then parsing the 3
strings back out
L1028[17:38:39] <howtonotwin> mojang
pls
L1029[17:38:44] <howtonotwin> this is bad
even for you
L1030[17:39:27] <howtonotwin> oh
snake_case
L1031[17:39:33] <TangentDelta> In my
"ModBlocks" class I register the blocks, do all of that
nifty stuff, then call blockIJustRegistered.registerItemModel()
which then calls that method from my client proxy from the
block.
L1032[17:39:37] <howtonotwin>
use_it_and_integrate_it_into_your_soul
L1033[17:39:47] <howtonotwin>
lest_1_11_kill_you_painfully
L1034[17:40:37]
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L1035[17:40:57] <howtonotwin> logs would
be nice
L1036[17:41:06]
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L1037[17:41:23] <howtonotwin>
inject_the_sneks_into_your_bloodstream
L1038[17:41:26] <TangentDelta> I only
have the "failed to load vanilla model parent"
errors.
L1039[17:41:42] <howtonotwin> 0h
L1040[17:41:48] <howtonotwin>
"minecraft:block/BlockCPU"
L1041[17:41:51] <TangentDelta> Everything
works perfectly.
L1042[17:41:52] <howtonotwin> qualify the
Rls
L1043[17:42:02] <TangentDelta> Oh?
L1044[17:42:03] <howtonotwin> the domain
of an RL always defaults to "minecraft:
L1045[17:42:08] <howtonotwin>
*"minecraft"
L1046[17:42:21] <howtonotwin> you have to
set them to your own domain explicitly
L1047[17:42:31] <howtonotwin> the only
exception is in setRegistryName
L1048[17:42:37] <howtonotwin> with a
string param
L1049[17:42:49] <howtonotwin> you DO know
how RLs work right?
L1050[17:43:00] <howtonotwin> I believe I
wrote something on it in the intro page
L1051[17:43:43] <howtonotwin> basically
"parent": "block/..." actually means
"minecraft:block/..."
L1052[17:43:46] <howtonotwin> which is
wrong
L1053[17:43:54] <howtonotwin> and needs
to be fixed
L1054[17:43:57] <howtonotwin> that's
it
L1055[17:44:21] <TangentDelta> Oh.
L1056[17:44:44] <howtonotwin> and you
better be moving to snake_case soon
L1057[17:44:48] ***
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L1058[17:44:55] <TangentDelta> So the
items don't get automatically set to the correct resource
location?
L1059[17:44:57] <howtonotwin> the less
stuff you leave around to fix later the less work you have
L1060[17:44:58] <howtonotwin> no
L1061[17:45:00] <howtonotwin> no they do
not
L1062[17:45:10] <TangentDelta> Why do the
blocks do it then?
L1063[17:45:15] <howtonotwin> bc
#mojang
L1064[17:45:18] <TangentDelta>
Mmm...
L1065[17:45:36] <howtonotwin> items have
been kinda half-baked compared to blocks but meh
L1066[17:45:46] <howtonotwin> they have
item overrides, so there's that :P
L1067[17:46:21] <howtonotwin> BTW the way
I do model registering
L1068[17:46:40] <howtonotwin> is I comb
the registry of blocks and items after the fact
L1069[17:47:06] <howtonotwin> looking for
things from my mod and calling their model registerers
L1070[17:47:59] <howtonotwin> which seems
to be less messy than directly writing out
registeredBlock.registerModels every time
L1071[17:48:01] <howtonotwin> yymv
L1072[17:48:03] <howtonotwin> *ymmv
L1073[17:48:12] <howtonotwin> but meh
that's style
L1074[17:48:35] <howtonotwin> and ofc my
way is about 5 billion times less performant xD
L1075[17:49:39] <TangentDelta>
Yeah.
L1076[17:49:57] <TangentDelta> I'll
rearrange some of this stuff once I get something
presentable.
L1077[17:50:33] <TangentDelta>
So...should the class files themselves by snake_case too?
L1078[17:50:43] <howtonotwin> no
L1079[17:51:02] <howtonotwin> all Java
stuff should be TitleCaseLikeTheyNormallyAre
L1080[17:51:25] <howtonotwin> only the
stuff that touches the resource system should_be_sneaky
L1081[17:51:49] <howtonotwin> basically
if the user can see it, snake_case
L1082[17:51:54] <howtonotwin> if it's
code, TitleCase
L1083[17:52:57] <howtonotwin> see the
wiki entry on 1.11 to see how all the names are now
sneaky_sneks
L1084[17:53:35] <howtonotwin> also are
you using the registry events?
L1085[17:53:55] <howtonotwin> you
should
L1086[17:54:13]
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L1087[17:55:10] <howtonotwin> basically
instead of lumping everything into preinit you divide things up
into event handlers for RegistryEvent.Register<Item/Block>
and ModelRegistryEvent
L1088[17:55:46]
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L1089[17:55:48] <TangentDelta> Does that
gets stuffed in my main mod class?
L1090[17:55:48]
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L1091[17:56:08] <howtonotwin> in any
event handler
L1092[17:56:16] <howtonotwin> these are
normal EVENT_BUS events
L1093[17:56:32] <howtonotwin> you should
be using the @Mod.EventBusSubscriber annot for these things
now
L1094[17:56:40] <howtonotwin> that annot
goes on a class
L1095[17:56:42] <howtonotwin> and that
means
L1096[17:56:51] <howtonotwin> right after
the @Mod class is actually constructed
L1097[17:56:56] <howtonotwin> all of
these classes
L1098[17:57:02] <howtonotwin> their
Class<T>s are taken
L1099[17:57:11] <howtonotwin> and passed
to MinecraftForge.EVENT_BUS.register
L1100[17:57:44] <howtonotwin> GHz has a
good example I believe
L1101[17:57:47]
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L1102[17:58:36] <howtonotwin> oh there's
no doc on the new stuff on the rtd page
L1103[17:58:40]
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L1104[17:58:45] *
howtonotwin fires up vi
L1105[17:58:58] *
howtonotwin applies some more Flamewar Immunity Cream
L1106[17:59:02] *
howtonotwin is a walking commercial
L1107[17:59:21] <TangentDelta> Yay
vi!
L1108[17:59:36] <howtonotwin> oh who
cares I can use the GH editor for this
L1109[17:59:56] *
howtonotwin has crushed TangentDelta's soul
L1110[18:00:33] *
TangentDelta is ded
L1111[18:01:21] <howtonotwin> and... the
page is not formatted according to the style guide
L1112[18:01:31] <howtonotwin> welp the
diff just doubled in size right there xD
L1113[18:03:46] <TangentDelta> Gosh
dangit the json files don't automatically refactor.
L1114[18:03:54] <TangentDelta>
Ugh...
L1115[18:09:30]
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L1118[18:12:54] ***
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L1119[18:13:04] <TangentDelta> Yay! It
works!
L1120[18:13:10] <TangentDelta> Thanks
howtonotwin!
L1121[18:13:15] <howtonotwin> np
L1122[18:14:16] <TangentDelta> So...since
a block can only have a nibble's worth of meta data what happens to
the other half?
L1123[18:14:42] <gigaherz> if you have
more bits, you put them on a tileentity
L1124[18:14:55] <gigaherz> mc doesn't
bother storing any more bits
L1125[18:15:35] <gigaherz> you then
"read" those bits from getActualState, which is used
normally for isSideSolid and for getting the rendering model
L1126[18:15:55] <howtonotwin> you READ
them from getStateFromMeta
L1127[18:16:07] <gigaherz> (other uses
such as in collision and such, yould be your responsibility by
overriding the corresponding methods)
L1128[18:16:17] <howtonotwin> you add
more properties that are NOT determined by meta in
getActualState
L1129[18:16:17] <gigaherz>
getStateFromMeta can only parse the 4bit stored metadata, nothing
else
L1130[18:16:27] <gigaherz> and by read i
meant, access the TE
L1131[18:17:32] <TangentDelta> So, it
just ignores the other half of the byte? I wonder why mojang did
that...
L1132[18:18:17] <howtonotwin> because
they didn't need that much space
L1133[18:18:40] <TangentDelta> Hmm.
L1134[18:18:57]
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L1135[18:19:11] <howtonotwin> Blocks are
stored as 3D arrays of 16 bits
L1136[18:19:18] <howtonotwin> every bit
you use for meta
L1137[18:19:23] <howtonotwin> is a bit
you lose for blockID
L1138[18:19:29] <gigaherz> TangentDelta:
what byte?
L1139[18:19:40] <gigaherz> howtonotwin:
actually no
L1140[18:20:08] <gigaherz> the low-leve
storage actually has 12 bits per block on the main layer (8bit ID +
4bit meta)
L1141[18:20:14] <gigaherz> and there's an
extra ID layer for the top 4 bits
L1142[18:20:15] <TangentDelta> Well, the
byte that is used to store te meta data. If the other half is used
for the extended block ID, that makes sense.
L1143[18:20:17] <gigaherz> which is
optional in vanilla
L1144[18:20:25] <TangentDelta> *the
L1145[18:20:38] <howtonotwin> and it did
byte (ha!) them a few times when they ran out of space for leaves
and logs
L1146[18:20:43] <gigaherz> no the storage
doesn't actually use separate bytes
L1147[18:21:57] <gigaherz> the low-level
storage has a "palette"
L1148[18:22:14] <gigaherz> (per chunk, I
believe)
L1149[18:22:27] <gigaherz> and then
stores that number in the arrays
L1150[18:24:22] <gigaherz> my knowledge
is a lie
L1151[18:24:34] <gigaherz> mc doesn't
actually call getStateFromMeta for storage purposes at all
o_O
L1152[18:24:38] <gigaherz> at least not
in forge
L1153[18:25:10] <gigaherz> eh
L1154[18:25:12] <gigaherz>
getMetaFromState*
L1155[18:25:37] <gigaherz> no wait
L1156[18:25:41] <gigaherz> it does
L1157[18:26:12] <gigaherz>
Block#getStateId + Block#getStateById
L1158[18:26:37] <gigaherz> nevermind
that, again, isn't called by the storage system
L1159[18:26:52] <gigaherz> only for
certain events and storing stuff in places
L1160[18:26:59] <gigaherz> (entities,
stacks, and such)
L1161[18:27:06] <TangentDelta> It seems
to call it when the world is loaded/saved.
L1162[18:27:24] <gigaherz> the actual
storage is a table that matches
IBlockState<->paletteNumber
L1163[18:27:24]
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L1164[18:27:40] ***
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L1165[18:27:41] <gigaherz> TangentDelta:
yes, as a way to encode and decode those palette entries
L1166[18:28:05] <gigaherz> but I used to
think that setBlockState would ultimately result in
getMetaFromState
L1167[18:28:07] <gigaherz> and it does
not
L1168[18:28:08]
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L1169[18:28:57] <TangentDelta> So each
chunk is an array of numbers corresponding to indexes in a palette
of possible blocks? Every time a new block type is added to the
chunk it just pops a new block onto the palette?
L1170[18:29:48]
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L1172[18:31:18] <TangentDelta> If I
wanted to have a block model change based on more information than
can be stored in blockstates would I have to use a tile entity
renderer?
L1173[18:31:33] <gigaherz> no
L1174[18:31:38] <gigaherz> you will need
a TileEntity
L1175[18:31:42] <gigaherz> but not a
TileEntitySpecialRenderer
L1176[18:31:52] <gigaherz> you can just
provide more states through getActualState
L1177[18:32:06] <TangentDelta> Hmm.
L1178[18:32:13] <gigaherz> however if you
do have actually more information than can be conveyed through
blockstates
L1179[18:32:21] <gigaherz> that gets a
bit more complex
L1180[18:32:47] <gigaherz> for static
models, there's the possibility of using custom implementations of
IBakedModel
L1181[18:33:02] <gigaherz> and pass
arbitrary data to them through extended blockstates
L1182[18:34:01] <TangentDelta> I'll have
to look into that at some point. I think for now I'll just have a
GUI that gets brought up to change the number in a TE.
L1183[18:34:20] <gigaherz> yeah try to
use normal blockstates first
L1184[18:34:27] <gigaherz> if you can't
fit all the bits in meta, then use a TE
L1185[18:34:34] <gigaherz> +
getActualState
L1186[18:34:42] <gigaherz> and only when
that isn't enough
L1187[18:34:46]
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L1188[18:34:57] <gigaherz> (such as if
there would be too many combinations of states to be
practical)
L1189[18:35:42] <gigaherz> (anything
where the total number of combinations would take more than two
digits, is a good candidate for dynamic models)
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L1194[18:52:52]
MineBot sets mode: +o on LexLap2
L1195[18:54:16] <gigaherz> hmm would it
be acceptable to give a client-only API
"@SideOnly(Side.CLIENT)" or is that bad usage of the
annotation?
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L1197[18:54:47] <gigaherz> meh nevermind
me, I'm too tired
L1198[19:00:12] <howtonotwin> Tangent:
The mechanism GHz was talking about is what I document in
advanced-models, so check that out when/if you need it.
L1199[19:04:09] <gigaherz> hmm is there
some annotation in intellij or java that mark certain
packages/classes/methods as "public api, do not warn about
unused/"can be private")
L1200[19:04:22] <gigaherz>
s/)/"/
L1201[19:10:05] <howtonotwin> if it's
private, how is it part of an API?
L1202[19:10:16] <howtonotwin> but
@SuppressWarnings("unused")
L1203[19:10:28] <gigaherz> uhh, I didn't
say it is private
L1204[19:10:33] <gigaherz> idea suggests
it CAN be private
L1205[19:10:39] <gigaherz> but it can't,
because it's a public API class
L1207[19:11:25]
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L1208[19:11:53] <gigaherz> yeah
L1209[19:12:01] <gigaherz> I dont' want
it turned off globally
L1210[19:12:41] <gigaherz> I would just
want a @PublicAPI annotation that clearly states the semantic
reason why I want it turned off -- for that member
L1212[19:13:41] <howtonotwin> which is
done through IDEA specific comments
L1213[19:13:46] <howtonotwin> as it
appears
L1214[19:13:49] <gigaherz> yeah
L1215[19:13:51] <gigaherz> less than
ideal
L1216[19:13:58] <gigaherz> but I guess
there isn't anything better :(
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L1219[19:15:51] <howtonotwin> oh it's
30
L1220[19:15:55] *
howtonotwin is a liar
L1221[19:16:56] <gigaherz> looks fine to
me ;P
L1222[19:17:10] <howtonotwin> [yay sound
effect]
L1223[19:36:26] <pig> TIL
EventBusSubscriber
L1224[19:36:55] <howtonotwin> lol thanks
for reading it :P
L1225[19:37:11] <howtonotwin> it's how
you're meant to use the new registry eventa
L1226[19:37:15] <howtonotwin>
*events
L1227[19:37:21] <howtonotwin> because
they fire before preinit
L1228[19:39:45]
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L1229[19:39:51] <gigaherz_i> FUCK
L1230[19:39:55] <howtonotwin> ?
L1231[19:39:59] <gigaherz_i> first time I
see a windows 10 bsod
L1232[19:40:04] <gigaherz_i> IntelliJ
lost the settings
L1233[19:40:17] <howtonotwin> all of
them?
L1234[19:40:26] <gigaherz_i> well, recent
projects and theme, at LEAST
L1235[19:40:40] <howtonotwin> oh that
can't be good
L1236[19:40:52] <howtonotwin> didn't we
have someone else earlier who had the same thing happen?
L1237[19:41:09]
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L1238[19:41:14] <gigaherz_i> and I HATE
java apps
L1239[19:41:28] <gigaherz_i> that choose
to open something when you have "F:\PATH\" and press
enter
L1240[19:41:43] <gigaherz_i> if I type
the \, it means I want to NAVIGATE, not open
L1241[19:42:45] <TangentDelta> :(
L1242[19:43:50] <gigaherz_i> this is
retarded, lost ALL the settings, really?!
L1243[19:44:23] <gigaherz_i> is it so
hard to, on saving settings, write the new settings to a temp file
first, and then only replace the old settings AFTER you are done
writing the new ones?
L1244[19:44:31] <gigaherz_i> it's like,
settings management 101
L1245[19:44:40] <TangentDelta> Wow, that
really sucks. What was the BSOD regarding?
L1246[19:44:47] <gigaherz_i> no
idea
L1247[19:44:57] <gigaherz_i> probably a
random driver issue
L1248[19:45:08] <gigaherz_i> chances are,
sound
L1249[19:45:17] <gigaherz_i> or maybe
VMware
L1250[19:45:22] *
howtonotwin feels rather unsafe on the latest insider
preview
L1251[19:45:31] <gigaherz_i> this isn't
insider though
L1252[19:45:36] <gigaherz_i> it's the
latest public patch
L1253[19:45:37]
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L1254[19:45:44] <gigaherz_i> so yeah
;P
L1255[19:45:49] <TangentDelta> The latest
build of Win10 has a lot of really stupid issues.
L1256[19:45:57] *
howtonotwin is calmed
L1257[19:46:06] ***
MrKickkiller is now known as MrKick|Away
L1258[19:46:20] <gigaherz_i> oh FUN
L1259[19:46:27] <gigaherz_i> it ALSO
CORRUPTED THE PROJECT ITSELF
L1260[19:46:31] <gigaherz_i> I have to
reimport
L1261[19:46:46] <TangentDelta> It has
issues with the updates client becoming confused on the state of
package revisions, and a whole bunch of issues with drivers.
L1262[19:46:51] <gigaherz_i> given
this
L1263[19:46:56] <gigaherz_i> I wonder if
it has also corrupted the actual code
L1264[19:47:04] <gigaherz_i> that'd
basically set me back a whole week's worth of spare time
L1265[19:47:06] <TangentDelta> One really
fun issue arraises if you try to update with a logitech wireless
mouse reciever plugged in...
L1266[19:47:11] <howtonotwin> Doesn't
Windows have some kind of built in backup thing
L1267[19:47:24] <gigaherz_i>
sortof-kinda
L1268[19:47:29] <TangentDelta>
VolumeShadowService? Only if you go through the trouble to enable
it.
L1269[19:47:51] <gigaherz_i> only for
certain folders
L1270[19:47:53] <howtonotwin> I just have
a crappy shell script that takes btrfs snapshots :P
L1271[19:47:58] <TangentDelta> Or, the
new Win 10 "previous revisions" thingy.
L1272[19:47:58] <gigaherz_i> and the
backup task only runs every so often
L1273[19:48:11] <gigaherz_i>
TangentDelta: "previous versions" existed in win7
too
L1274[19:49:28] <TangentDelta> I suppose
they did...
L1275[19:49:54] <howtonotwin> shadow copy
runs every few minutes, but Win 8 got rid of the GUI you need to
browse the files
L1276[19:50:14] <TangentDelta> Mhm.
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L1278[19:52:58] <gigaherz_i> WTF
L1279[19:53:13] <gigaherz_i> "Cannot
start compilation: the output path is not specified for module
...
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L1282[19:55:22] <gigaherz_i> seems
reimporting did the trick
L1283[19:55:35] <gigaherz_i> the project
was just... not working.
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L1285[19:55:59] <gigaherz_i> at least it
doesn't seem to have lost any code
L1286[19:56:43] <TangentDelta> So...just
so I have an idea how to structure my code, could I switch() on the
tile eneity type at a position?
L1287[19:57:16] <gigaherz_i> no but...
whatever you are thinking, if it requires that, it may be a bad
approach
L1288[19:57:42] <TangentDelta> Hmm.
L1289[19:58:11] <gigaherz_i> OH COME
ON
L1290[19:58:21] <gigaherz_i> boht
level.dat and level.dat_old are corrupted?! really?!
L1291[19:58:37] <gigaherz_i> not that it
matters -- the world was useless, but REALLY?!
L1292[20:03:50] <howtonotwin> For that
matter: here's a nice seed: 33954002374032434
L1293[20:04:02] <howtonotwin> little
island in the middle of the ocean
L1294[20:04:05]
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L1295[20:04:08] <howtonotwin> no crappy
terrain to deal with :D
L1296[20:04:22] <howtonotwin> sans the
trees
L1297[20:04:56]
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L1299[20:07:49] <gigaherz_i> UHM
L1300[20:07:55] <gigaherz_i> I have a
broken seed or something
L1301[20:08:03] <gigaherz_i> maybe this
corrupted more than it seems
L1302[20:10:00] <gigaherz_i> AHA
nope
L1303[20:10:13] <gigaherz_i> the
corruption was because mc didn't recognize the folder as an
existing save
L1304[20:10:23] <gigaherz_i> and it
created a new save intermixed with existing data
L1305[20:10:58] <howtonotwin> this sounds
worse by the second o_O
L1306[20:11:27] <gigaherz_i> it's all due
to that BSOD earlier
L1307[20:11:33] <gigaherz_i> corrupted
the level.dat, and the backup for it
L1308[20:12:14] <howtonotwin> You can
mail a glitterbomb to Redmond if you want.
L1309[20:12:17] <howtonotwin> :P
L1310[20:12:26] <howtonotwin> there was a
company all about glitterbombs
L1311[20:13:07] <gigaherz_i> so :3
L1313[20:13:19] <gigaherz_i> my book
system now supports <image> tags
L1314[20:13:24] <gigaherz_i> in the book
xml files
L1315[20:13:26] <howtonotwin> seems like
they diversified :D
L1316[20:13:59] <howtonotwin> you can now
mail a bag of dicks or a trio of cock suckers, and they do texts
too.
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L1318[20:17:12] <kenzierocks> is there a
way to disable the attach cooldown
L1319[20:17:15] <kenzierocks>
attack*
L1320[20:17:31] <kenzierocks> i'm
swapping out an item for one with a different model and i don't
want it to go down while it's happening
L1321[20:17:33] <gigaherz_i> make the
tool recharge faster
L1322[20:17:42] <gigaherz_i> oh
L1323[20:17:43] <kenzierocks> it's not a
tool?
L1324[20:17:44] <gigaherz_i> no idea
then
L1325[20:17:44] <gigaherz_i> ;P
L1326[20:17:52] <howtonotwin> there's a
method for that iirc
L1327[20:18:01] <howtonotwin>
shouldCauseReequipAnimation?
L1328[20:18:06] <gigaherz_i> that
prevents model changes too
L1329[20:18:08] <gigaherz_i> it's a bit
weird
L1330[20:18:11] <howtonotwin> oh
L1331[20:19:22] <howtonotwin> GH has
arbitrarily placed its "howtonotwin added some commits"
bar in between the 1st and 2nd commit of my PR and that bugs
me.
L1332[20:19:52] <howtonotwin> they were 8
minutes apart
L1333[20:20:04] <kenzierocks> have you
tried refreshing
L1334[20:20:11] <howtonotwin> yep
L1335[20:20:17] <kenzierocks> huh
L1336[20:20:17] <howtonotwin> :P
L1337[20:20:32] <howtonotwin> often and
in various levels of distress
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L1339[20:21:19] <kenzierocks>
shouldCauseReequipAnimation actually made it worse
L1340[20:21:27] <kenzierocks>
somehow
L1341[20:21:32] <howtonotwin> xD
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L1343[20:21:48] <howtonotwin> it's called
for any change between any two items
L1344[20:22:04] <howtonotwin> so you
actually need to ensure that the new item and the old are the
same
L1345[20:22:06] <kenzierocks> i
know
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L1347[20:22:18] <kenzierocks> > return
oldStack.getItem() != newStack.getItem();
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L1351[20:31:12] <kenzierocks> guess i'll
just simulate it then
L1352[20:31:17] <kenzierocks> time to
override RenderSpecificHandEvent
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L1354[20:34:02] <howtonotwin> I just
noticed all the themes mkdocs has
L1355[20:34:06] <howtonotwin> :D
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L1357[20:37:14] <gigaherz_i> there, time
to sleep
L1358[20:37:16] <gigaherz_i> ngith
ppl
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L1361[20:39:08] <kenzierocks> yay, i did
it
L1362[20:39:11] <kenzierocks> ez
patch
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L1366[21:04:29] <TangentDelta> Uhh...are
tile entites created before blocks are?
L1367[21:06:45] <TangentDelta> Meh. I'm
tired. I can debug it tomorrow.
L1368[21:07:10] <howtonotwin> :P
L1369[21:07:49] <TangentDelta> I don't
know what changed, but now my tile entity thinks that the world is
null.
L1370[21:08:08] <TangentDelta> I probably
screwed something up really stupidly/tiredly.
L1371[21:09:00] <TangentDelta> Whatever I
did actually crashes the minecraft singleplayer server and not the
client, resulting in some very odd behavior.
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L1387[22:14:22] <killjoy> Does anyone
know the method mojang uses to hash textures?
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L1397[22:38:01] <tterrag> killjoy: where
does it do that?
L1398[22:38:07] <tterrag> s/does it/do
they/
L1399[22:38:10] <killjoy> not in game
code
L1400[22:38:19] <killjoy> on their
server
L1401[22:38:21] <tterrag> I assume it's
md5
L1402[22:38:23] <killjoy> e.g.
mojang.com
L1403[22:38:30] <killjoy> possibly
sha1
L1404[22:38:39] <tterrag> does it matter?
:P
L1405[22:38:50] <killjoy> I'm wondering
for my own use.
L1406[22:38:57] <killjoy> I'm trying to
recreate their skin server.
L1407[22:40:53] <tterrag> I mean, if you
only have two options
L1408[22:40:56] <tterrag> try one, see if
it matches?
L1409[22:41:07] <killjoy> Sounds like a
plan
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L1418[23:05:40] <killjoy> I'm thinking
SHA-2
L1419[23:08:22] <killjoy> not md5, sha1
or sha2
L1420[23:09:26] <killjoy> well I guess it
doesn't matter what I use.
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L1425[23:45:43] <kashike> killjoy: which
API endpoint are you trying to re-create?
L1426[23:45:51] <killjoy> all
L1427[23:45:52]
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L1428[23:45:56] <killjoy> most
L1429[23:46:06] <kashike> which skin
one?
L1430[23:46:18] <killjoy> clarify?
L1431[23:47:25] <killjoy> upload and get
player textures
L1433[23:48:04] <killjoy> um.
L1434[23:48:22] <killjoy> yeah.
L1435[23:48:35] <killjoy> but just the
texture property
L1437[23:50:19] <kashike> textures value
is base64 encoded version of the json
L1438[23:50:32] <killjoy> I'm aware of
how that works
L1439[23:50:44] <kashike> then what hash
are you trying to re-create
L1440[23:50:48] <killjoy> the texture
hash
L1441[23:50:53] <killjoy> used to name
the files
L1442[23:51:30] <killjoy> It's not super
important that it's the same
L1443[23:52:10] <killjoy> think assets
index.json
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L1446[23:56:39] <kashike> killjoy: SHA256
would be my guess